My idea for Magic

Post » Thu Jul 19, 2012 6:20 am

So I've been thinking about this quite a bit, how to impliment spell making into the vanilla game and do it well.

First I'll start and say, hey the graphics are great for the spells and for the most part the perks are good as well, but the lack of spell making in an elder scrolls game is not only rediculous but it also brings down replay value quite a bit for MANY MANY people. I cant even fathom the ammount of time i spent messing around in Oblivion making cool and unique spells, without It I would of put the game down way before I did.

This concept of no spell making leads me to believe that either
a. bethesda figured that the game engine (with the updated graphics) wouldnt be able to handle such larger spells that people would obviously try and create.
or b. they were just lazy and didn't think fans would really care?

either way heres my theory as to HOW magic SHOULD of been on the next gen console.

First off when it comes to magic, I feel most of the perks need to go and the magic needs to become more simplified, for example.

Instead of purchaseing a spell like flames, (and than having to replace it with a higher spell of fire every few levels) why not base the spell off the experience earned from in? so say, you start off with a spell like flames, as you're rank in the flames spell increases, the damage done also increases (automatically) as well as the animation, looking stronger, instead of spouting out measily flames at level 1 of your flame spell, when you hit level 5 (just an example) you spout bigger flames, with maybe a few fireballs etc etc (again just an example)

another example would be the Lightning spell. Perhaps first starting you have 1 single bolt of chain lightning doing x amount of damage, but the more you use that specific spell the stronger it gets, and the more powerful looking animation, a level 10 lightning spell could consist of several bolts of lightning surrouding a big thick ball of lightning?

Now the perks should be unique for the spell, not the school of magic. I feel this is a HUGE thing, because more is ALWAYS better.

this theory could work all accross the board with all schools of magic, the trick is more annimations, and when more animations are created they could be put into a list for a "create a spell" type alter or whatever.

So an example of creating a spell could be like this:

Choose damage type: Flames
Choose damage: x amount
Choose radius: x amount
Choose Speed: x amount
Choose animation: type x
Choose Color: type x
Choose special Effect: type x

again all speculation as too how I think magic should have been implimented, perhaps your opinion is different, lets discuss other cool ideas, or let me know what you think of mine.
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Patrick Gordon
 
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Post » Thu Jul 19, 2012 8:23 am

I like the approach that all magic develops into a crowd crontol upgrade. You accurately create what I picture for magic.
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Katey Meyer
 
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Post » Thu Jul 19, 2012 10:10 pm

thanks, I guess I never understood why Bethesda would take out such a crucial part of such an important aspect of the game for so many players.. it could of worked, and it could of been brilliant.
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Naughty not Nice
 
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Post » Thu Jul 19, 2012 9:55 pm

We need more spells, imo.

Don't see why they took out so many. Many of the schools now feel very cut and dry cookie cutter.

And people said Oblivion was cookie cutter. But no Skyrim is plain as plain can be. The magic has no style to it, its all just fire and electricity, with a few minor things, etc.
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Robyn Lena
 
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